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Storytron > Different Approaches
Different Approaches in the Quest for Interactive Storytelling
There
have been three main approaches to creating interactive storytelling
technology: the unsuccessful “Branching Narrative” and “Narrative
Game”, and Storytronics.
Branching Narrative - Lots of Story, Little Interactivity
This began as a technique for creating semi-interactive storytelling
using good old paper books - a Branching Narrative book would be read
like a normal novel, except it was written in second person, as in “you
go, you see, you hear”, it had very short chapters, and at the end of
each chapter one was given several choices for advancing the plot, each
of which meant skipping to a different chapter as a continuation of the
last one. A Branching Narrative can thus be described as a flow chart
where each node is a chapter, and the nodes flowing from it are the
alternative chapters offered to the reader to advance the plot to. The
computer adaptations of this technique changed it little - the earlier
adaptations, called “Interactive Fiction”, contained a larger, more
complex and coherent flowchart, more text, and, usually, a myriad of
puzzles which must be solved by the reader before the story advances.
Later adaptations replaced textual representations with video scenes,
but otherwise made no changes to the basic scheme.
This method suffered from two major drawbacks: first, many of the
choices offered to the reader lead to an uninteresting story; one that
was cut too short, ran too long, repeated itself or made no sense.
Second, this method imposed severe restrictions on the player’s freedom
of choice. There is no practical way to construct a flow chart large
enough to give the reader true control - such a flowchart would require
literally billions of nodes, linked together in an astoundingly complex
logical structure. Instead, Branching Narratives usually give one the
feeling of choosing “the lesser of two evils” between two options,
because one is not allowed to do what one really wants to. Furthermore,
many such narratives employ a technique called “foldback”, where two or
more options lead to the same practical result.
Narrative Games - Lots of Interactivity, Little Story
There have been many computer games which claimed to provide the
experience of interactive storytelling. While computer games are, of
course, interactive, there has yet to appear one which provided
interactive storytelling. The reason for this is quite simple - the
interaction in computer games is not of a narrative nature. One
interacts with guns, alien monsters, tanks and spaceships, but one does
not interact with thinking, feeling interactive depictions of dramatic
characters. Further, this interaction deals with things that are
exterior to storytelling. For example, in a computer game it is very
important where, exactly, one places one’s person, but in stories this
is so irrelevant that it is rarely even mentioned.
What storytelling some computer games do have is tacked onto this
completely story-less interaction - either as cinematic cut scenes,
text that pops up during gameplay, or, in the best of them, as what is
called “in-game cinematics”, where a non-interactive narrative scene is
played out by the same on-screen characters which appear during the
interactive gameplay. Sometimes this tacked-on storytelling is of the
Branching Narrative sort, but it remains an unsuccessful interactive
storytelling experience tacked onto an interactive experience with no
storytelling.
Storytronics - Lots of Both Story and Interactivity
Even though Storytronics has the strengths of both the previously
described methods, and the weaknesses of neither, it is not "the best
of both worlds" - it is a radically new paradigm that redefines
everything. The basic concept in Storytronics is that interactive
storytelling is first an interactive experience - that is, it is not an
experience where the player's main role is to read text or watch
footage, sometimes getting the attractive opportunity to "choose the
lesser of two evils". It is an experience where the player has
volition, and is at liberty not merely to choose between narrative
possibilities, but to behave in whichever way he or she likes, thus
freely directing the course of the drama. The computer-controlled
characters, likewise, behave according to their unique personalities,
reacting dynamically to the player's behavior.
This is made possible using the concept of the Verb. Storytronics uses
Verbs to define what may happen in interactive storytelling. Each Verb
represents one possible dramatic action, like a kiss, a demand, or an
advice. Once a Verb has been defined, it may be used indefinitely. For
example, once a single Verb Kiss is defined, any character will be able
to kiss any other. Depending on the context and the Adverb used, this
kiss could also mean several different things, from a friendly greeting
to a statement of reverence to a passionate lovemaking, or even a
murderous act (think Judas). When more than a thousand Verbs are used
together, the richness of possible behaviors stretches across horizons.
When each Verb also defines what kinds of consequences it has and what
reactions it may warrant, these possibilities can be organized into
complex cause-and-effect relationships that allow the interaction to
maintain a coherent and narrative form, no matter how adventurous the
player's behavior.
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